nikolobin
(nikolobin)
September 15, 2016, 9:14pm
13
Perfect thanks guys, here’s a question for Lina:
How do you deal with pieces of modular(swappable) armour/clothing or character adds like wings etc. that have additional bones that have their own anim and WONT be driven by runtime pose readers or physics.
In order to sync their anim with the base character you need the setMasterPoseComponent, but if the skeletons of the additional meshes contain additional bones, those bones will be snapped to origin rather than staying where they are.
In order for it to work we’d need the base character skeleton to already contain all those extra costume joints, but in that case the setup isnt scaleable and you cant add things in post without having to reprocess the entire anim library?
Just to reiterate, copy pose from mesh should allow them to copy bone transform from other skeletalmeshcomponent. They don’t have to share same skeleton.